actually adding an astronaut energy meter would be the best compromise
you can preserve the current system of infinite ammo while connecting players with the ship building aspect. Guns could have energy demands that correspond with how they fire.
- Pistols: Powerful slow-firing short range semi-auto weapon=Average drain; short bursts will allow your energy meter to refill but consistent fire will eventually cause an outage, preventing you from attack and/or acting entirely
- Assault rifle: Weak Rapid-fire medium range weapon=low drain;short bursts will allow your energy meter to refill but consistent fire will eventually cause an outage, preventing you from attack and/or acting entirely
- Shotguns: Medium-High powered Slow firing spread weapon=medium drain; every shot could use up to half of your energy meter
- Sniper Rifle: Powerful Slow firing long range weapon=High drain; single shots can cause near outages
- Rocket Launcher: Powerful Slow Firing medium to long range explosive weapon= High drain; single shots can cause near outages
Also giving players an energy meter could open up possibilities for more gadgets and tools to be used *Cough jet packs cough*[DOUBLEPOST=1411579306,1411578883][/DOUBLEPOST]forgot to add that if we had regenerating shields it could add an interesting prospect to combat as energy is needed for shields to regenerate and your guns need energy to fire. it would add a fight-or-flight prospect to fighting.
hopefully that doesn't sound too Halo-like